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Rename latestGameplayStartTime
to skipTargetTime
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@ -58,7 +58,7 @@ namespace osu.Game.Screens.Play
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private IDisposable beatmapOffsetSubscription;
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private IDisposable beatmapOffsetSubscription;
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private readonly double latestGameplayStartTime;
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private readonly double skipTargetTime;
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[Resolved]
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[Resolved]
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private RealmAccess realm { get; set; }
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private RealmAccess realm { get; set; }
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@ -70,17 +70,17 @@ namespace osu.Game.Screens.Play
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/// Create a new master gameplay clock container.
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/// Create a new master gameplay clock container.
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/// </summary>
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/// </summary>
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/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
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/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
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/// <param name="latestGameplayStartTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
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/// <param name="skipTargetTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
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/// <param name="startFromLatestStartTime">Whether to start from the provided latest start time rather than zero.</param>
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/// <param name="startFromSkipTarget">Whether to start from the provided latest start time rather than zero.</param>
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public MasterGameplayClockContainer(WorkingBeatmap beatmap, double latestGameplayStartTime, bool startFromLatestStartTime = false)
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public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime, bool startFromSkipTarget = false)
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: base(beatmap.Track)
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: base(beatmap.Track)
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{
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{
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this.beatmap = beatmap;
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this.beatmap = beatmap;
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this.latestGameplayStartTime = latestGameplayStartTime;
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this.skipTargetTime = skipTargetTime;
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if (startFromLatestStartTime)
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if (startFromSkipTarget)
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StartTime = latestGameplayStartTime;
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StartTime = skipTargetTime;
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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@ -111,7 +111,7 @@ namespace osu.Game.Screens.Play
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// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
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// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
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// start with the originally provided latest time (if before zero).
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// start with the originally provided latest time (if before zero).
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double time = Math.Min(0, latestGameplayStartTime);
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double time = Math.Min(0, skipTargetTime);
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// this is commonly used to display an intro before the audio track start.
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// this is commonly used to display an intro before the audio track start.
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@ -183,10 +183,10 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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public void Skip()
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public void Skip()
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{
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{
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if (GameplayClock.CurrentTime > latestGameplayStartTime - MINIMUM_SKIP_TIME)
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if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
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return;
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return;
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double skipTarget = latestGameplayStartTime - MINIMUM_SKIP_TIME;
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double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
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if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
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if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
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// double skip exception for storyboards with very long intros
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// double skip exception for storyboards with very long intros
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